Trading experience

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Trading experience

Postby pppp » Tue Sep 03, 2019 1:20 pm

Experience mechanics is one that is somewhat difficult to bot and yet if usually gives new players more than enough experience to use.
The idea is to allow trading experience point between players with the purpose to help new players buy new items.

The implementation would be fairly simple, it takes a dream, a string and maybe a piece of bark to create an item ("Captured sapience") which can hold limited amount of XP. XP is consumed at the moment of item creation and can be retrieved by using the item which will disappear. Item quality shall define capacity (and required XP to make). 10q shall correspond to 1k XP. Retrieved XP might be somewhat less than invested XP, e.g. 80% of it.

This should come with heavy nerf of questing xp and with more penalties on drawing xp from realm. More uses for xp would be nice too. Generally there should be more sinks and less sources for xp for this to work well.

There is a potential issue with claim holding alts being fed with xp this way, but these can be already fed with realm authority now so this does not make much difference.
To protect newbs from selling their souls and not being able to study anything, it should not be possible to trade xp this way if the player would end with less than 1k xp.
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Re: Trading experience

Postby Zentetsuken » Tue Sep 03, 2019 1:40 pm

pppp wrote:with the purpose to help new players buy new items.


Do you mean like from a market or something?

I think this would be a bad idea for so, so, so many reasons. I think new players are more likely to get the big local resource node experience events, or really any. If people are already worried about the idea of being able to bot and exploit everything, farming XP with throwaway characters is definitely something that can be exploited. Realm withdrawals, questing, simple exploring and even those bat cave dream items should suffice here.

While I agree that new players need something more to bring to the table, experience is probably not the answer here.
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Re: Trading experience

Postby pppp » Tue Sep 03, 2019 2:34 pm

Throwaway character exploit is a big issue, indeed. Hard to overcome without more nerfs and timers. But that's one issue, if you can list more, go on.

The overall problem is that if <X> is easy to come by for a new char then <X> is also easy to bot and/or exploit with a throwaway char. Hooking to experience mechanics was intended to escape this issue, because it quite well deals with exploits so far, maybe partially because there is not that much demand on xp and questing for hunger usually gives enough of it.
The alternative is to build a parallel system that does mostly the same, perhaps in smaller increments, on way more different events with more queuing and timegating and does it silently so it does not much interfere with with gameplay and which in the end yields tradeable stuff. Doing the same thing twice does not look much attractive, but the overall idea is to generate tradeable contents based on varied activities with stress on variety, so I am looking for ways to measure variety.
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Re: Trading experience

Postby Aceb » Tue Sep 03, 2019 2:44 pm

Meh, the only problem with experience is that You have to understand how it works and have time / roads to trigger stuff. Which means: You play little, You get little experience. Doesn't mean that if You play a lot You gain a lot. A lot more in comparison only.
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Re: Trading experience

Postby Zentetsuken » Tue Sep 03, 2019 2:53 pm

pppp wrote:Throwaway character exploit is a big issue, indeed. Hard to overcome without more nerfs and timers. But that's one issue, if you can list more, go on.

The overall problem is that if <X> is easy to come by for a new char then <X> is also easy to bot and/or exploit with a throwaway char. Hooking to experience mechanics was intended to escape this issue, because it quite well deals with exploits so far, maybe partially because there is not that much demand on xp and questing for hunger usually gives enough of it.
The alternative is to build a parallel system that does mostly the same, perhaps in smaller increments, on way more different events with more queuing and timegating and does it silently so it does not much interfere with with gameplay and which in the end yields tradeable stuff. Doing the same thing twice does not look much attractive, but the overall idea is to generate tradeable contents based on varied activities with stress on variety, so I am looking for ways to measure variety.



Experience is actually in very high demand and I think you'd be surprised by how many people are questing only for experience and not too concerned about hunger. A big realm is extremely dependent on atleast some members questing for experience. Maybe there could be some way for for low level characters to collect it and trade it, maybe it's not a terrible idea, but maybe a character should be a certain age, or have achieved certain stats before it's viable, or maybe it costs additional experience beyond what you are making tradable, not sure exactly how it would balance itself out.

I am just not super sure if small tidbits of experience like this would be worthwhile, at the rate that a new players can gain experience, and at the rate that a new player is maybe moreso forced to study less efficient curios, it might be counterproductive to trade all your experience away.

Thinking about what new players or less established players can use as trading goods is definitely something that needs some solid brainstorming, I just am not convinced that low level character's experience is expendable, OR that these small tidbits of tradable experience would actually be worth anything to somebody.
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Re: Trading experience

Postby pppp » Tue Sep 03, 2019 4:06 pm

Aceb wrote:Meh, the only problem with experience is that You have to understand how it works and have time / roads to trigger stuff. Which means: You play little, You get little experience. Doesn't mean that if You play a lot You gain a lot. A lot more in comparison only.

I am more concerned about having an experience farm and a bot to go through all the exercises. Things you can go visit along the roads to trigger exp are usually on long timers on top of a queue, so it is less an issue.

Zentetsuken wrote:Experience is actually in very high demand and I think you'd be surprised by how many people are questing only for experience and not too concerned about hunger. A big realm is extremely dependent on atleast some members questing for experience.

They need realm authority not experience. The part where a realm needs experience is digging wells. I doubt there is many funerals these days. Trading experience would help with wells but not with authority. On the other hand motivating realm inhabitants to generate more xp would help with authority.

Zentetsuken wrote:I am just not super sure if small tidbits of experience like this would be worthwhile, at the rate that a new players can gain experience, and at the rate that a new player is maybe moreso forced to study less efficient curios, it might be counterproductive to trade all your experience away.
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I just am not convinced that low level character's experience is expendable


People are buying small stuff: pearls, bugs. From buyer perspective it is a matter of setting up a stall to collect small bits.

I am quite certain part of experience new players have is expendable, mainly because new players do not know how it can be used. There should be some protections, like not allowing to go below certain level. Some character level/age/played time/total LP and similar restrictions might make sense too. There can be a restriction on <xp traded>/<xp gained> ratio and on <xp traded>/<lp gained> ratio. It could be a skill in 10-25k lp price range, with multiple prerequisites totaling to 50-100 k lp cost, so it takes a while to grow an eligible char.
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Re: Trading experience

Postby MagicManICT » Tue Sep 03, 2019 5:41 pm

Completely against the idea just like I'm completely against the idea of trading LP. IMO, the whole realm "gifting" thing should be removed.
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Re: Trading experience

Postby Headchef » Tue Sep 03, 2019 6:42 pm

pppp wrote:with the purpose to help new players buy new items.


Bad incentive.
People should play the game to get new items.

Haven & Hearth is a MMORPG set in a fictional world loosely inspired by Slavic and Germanic myth and legend and not a game inspired by being a market slave who needs to grind for coin to raise his irrelevant quality bullshit.
Thus the developpers should not promote mechanics like this. If people still choose to trade and stuff they can go figure it out themselves but this is just ridiculous idea.



And on top of that this idea would require entire way of getting experience to be rewritten.

If you wonder why, make a beacon near a point where 3 localized resources meet and then perhaps go take 10 chars into a knarr boating around to find swans head waters kelps perhaps a whale on the way and some other localized resources.

If you could trade XP, it would be dirt cheap. Which defeats the purpose because you propose it as a way for noobs to get things, and most will probably already be unwilling to do the thing I mentioned above.
So by others getting it easily it's already immediately oversaturated market.

Oh yeah and casual players would also start writing scripts for these things.
Dis had a divine intervention for it before but I doubt devs would find out who it was if you literally give people incentive to do this for ''money''.

Better yet, do this on enemy kingdom and enjoy the hilarity that follows for acussing them of authority botting mmhm?

Even if you balance all of the above, XP is literally LP when you have it in the millions so this would create even more unbalance between chars.


short summary: absolute shit idea.
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